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- Sep 27, 2012
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Hello everyone! I'm using Quasi's ABS to make a stealth game, but I'm a LOUSY programmer, so I was hoping someone could help me make a specific skill. I have the system all hooked up, it's just the one skill I'd like to create that's giving me trouble. It's a pretty straightforward idea, so I'm guessing that it shouldn't be too hard for someone who's familiar with the system - I'm just particularly bad at working with raw code.
SO, the concept for the skill looks like this:
A simple, single target projectile attack that, when it hits, disables the enemy altogether, switching the sprite to a unique "unconscious" version of the enemy. The enemy, after being hit, can't wake up again. It's effectively "dead", but I don't want the event to disappear - I want the visual of the "downed" enemy sprite to remain on the map.
I'm running into two problems specifically:
1. The easiest option - programming wise - is to just make the enemy "dead" (create a skill that does the absolute maximum amount of damage), but then I don't know how to get the visual of the "downed" enemy. My understand is that, in Quasi ABS, when an enemy dies its event disappears, and I don't know a way around that.
2. The options for "disabling" an enemy don't seem to work the way I want. I've got it set up so that the skill will effectively apply the "sleep" state to a target, but it won't prevent the enemy from moving. The "Stun" option, while it seems like it prevents the enemy from attacking, doesn't keep the target from moving around, and the "movement speed" option only slows them, rather than disabling their movement altogether regardless of how much I try to decrease the speed (unless I'm using it incorrectly, which is a distinct possibility, so the code I'm using for that is this: <moveSpeed:-6> in the "notes" section of the sleep state). And even if I DID get that working, I'm not sure how to swap out the sprites from the active to the "downed" version.
If anyone can help me, I'd appreciate - and I'd definitely owe you one! Let me know if there's anything else you need me to post, and also if there's some way I can pay it forward. Thank you all in advance! Quasi ABS Documentiation can be found here:
http://quxios.github.io/Quasi-MV-ABS-Demo/#skillConfigSettings
SO, the concept for the skill looks like this:
A simple, single target projectile attack that, when it hits, disables the enemy altogether, switching the sprite to a unique "unconscious" version of the enemy. The enemy, after being hit, can't wake up again. It's effectively "dead", but I don't want the event to disappear - I want the visual of the "downed" enemy sprite to remain on the map.
I'm running into two problems specifically:
1. The easiest option - programming wise - is to just make the enemy "dead" (create a skill that does the absolute maximum amount of damage), but then I don't know how to get the visual of the "downed" enemy. My understand is that, in Quasi ABS, when an enemy dies its event disappears, and I don't know a way around that.
2. The options for "disabling" an enemy don't seem to work the way I want. I've got it set up so that the skill will effectively apply the "sleep" state to a target, but it won't prevent the enemy from moving. The "Stun" option, while it seems like it prevents the enemy from attacking, doesn't keep the target from moving around, and the "movement speed" option only slows them, rather than disabling their movement altogether regardless of how much I try to decrease the speed (unless I'm using it incorrectly, which is a distinct possibility, so the code I'm using for that is this: <moveSpeed:-6> in the "notes" section of the sleep state). And even if I DID get that working, I'm not sure how to swap out the sprites from the active to the "downed" version.
If anyone can help me, I'd appreciate - and I'd definitely owe you one! Let me know if there's anything else you need me to post, and also if there's some way I can pay it forward. Thank you all in advance! Quasi ABS Documentiation can be found here:
http://quxios.github.io/Quasi-MV-ABS-Demo/#skillConfigSettings

